more wave beam adjustments
This commit is contained in:
179
js/bullet.js
179
js/bullet.js
@@ -342,6 +342,7 @@ const b = {
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if (mob[i].shield) dmg *= 2.5 //balancing explosion dmg to shields
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if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
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mobs.statusDoT(mob[i], dmg * damageScale * 0.25, 240) //apply radiation damage status effect on direct hits
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if (tech.isExplosionStun) mobs.statusStun(mob[i], 60)
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mob[i].locatePlayer();
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damageScale *= 0.87 //reduced damage for each additional explosion target
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}
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@@ -3614,7 +3615,7 @@ const b = {
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ammoPack: 75,
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have: false,
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wavePacketCycle: 0,
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delay: 40,
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delay: 45,
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do() {
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if (this.wavePacketCycle && !input.fire) {
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this.wavePacketCycle = 0;
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@@ -3623,99 +3624,99 @@ const b = {
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},
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damage: 1,
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fire() {
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for (let i = 0; i < 2; i++) {
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const me = bullet.length;
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bullet[me] = Bodies.polygon(m.pos.x + 25 * Math.cos(m.angle), m.pos.y + 25 * Math.sin(m.angle), 7, 3.5, {
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angle: m.angle,
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cycle: -0.5,
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endCycle: simulation.cycle + Math.floor((tech.waveReflections ? Infinity : 4.3 * tech.wavePacketLength) * tech.isBulletsLastLonger),
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inertia: Infinity,
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frictionAir: 0,
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slow: 0,
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amplitude: (m.crouch ? 10 : 20) * Math.sin(this.wavePacketCycle * tech.wavePacketFrequency) * ((i % 2) ? -1 : 1),
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minDmgSpeed: 0,
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dmg: b.dmgScale * tech.waveBeamDamage * tech.wavePacketDamage, //also control damage when you divide by mob.mass
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classType: "bullet",
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collisionFilter: {
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category: 0,
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mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
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},
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beforeDmg() {},
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onEnd() {},
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do() {},
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query() {
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let slowCheck = 1
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if (Matter.Query.point(map, this.position).length) { //check if inside map
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slowCheck = waveSpeedMap
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} else { //check if inside a body
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let q = Matter.Query.point(body, this.position)
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if (q.length) {
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slowCheck = waveSpeedBody
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Matter.Body.setPosition(this, Vector.add(this.position, q[0].velocity)) //move with the medium
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}
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totalCycles = Math.floor(4.3 * tech.wavePacketLength * tech.waveReflections * tech.isBulletsLastLonger)
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// for (let i = 0; i < 2; i++) {
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const me = bullet.length;
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bullet[me] = Bodies.polygon(m.pos.x + 25 * Math.cos(m.angle), m.pos.y + 25 * Math.sin(m.angle), 5, 4, {
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angle: m.angle,
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cycle: -0.5,
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endCycle: simulation.cycle + totalCycles,
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inertia: Infinity,
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frictionAir: 0,
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slow: 0,
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amplitude: (m.crouch ? 10 : 20) * Math.sin(this.wavePacketCycle * tech.wavePacketFrequency) * ((this.wavePacketCycle % 2) ? -1 : 1),
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minDmgSpeed: 0,
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dmg: b.dmgScale * tech.waveBeamDamage * tech.wavePacketDamage, //also control damage when you divide by mob.mass
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classType: "bullet",
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collisionFilter: {
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category: 0,
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mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
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},
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beforeDmg() {},
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onEnd() {},
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do() {},
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query() {
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let slowCheck = 1
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if (Matter.Query.point(map, this.position).length) { //check if inside map
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slowCheck = waveSpeedMap
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} else { //check if inside a body
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let q = Matter.Query.point(body, this.position)
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if (q.length) {
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slowCheck = waveSpeedBody
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Matter.Body.setPosition(this, Vector.add(this.position, q[0].velocity)) //move with the medium
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}
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if (slowCheck !== this.slow) { //toggle velocity based on inside and outside status change
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this.slow = slowCheck
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Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(this.velocity), tech.waveBeamSpeed * slowCheck));
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}
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q = Matter.Query.point(mob, this.position) // check if inside a mob
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for (let i = 0; i < q.length; i++) {
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let dmg = this.dmg / Math.min(10, q[i].mass)
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q[i].damage(dmg);
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q[i].foundPlayer();
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}
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if (slowCheck !== this.slow) { //toggle velocity based on inside and outside status change
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this.slow = slowCheck
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Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(this.velocity), tech.waveBeamSpeed * slowCheck));
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}
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q = Matter.Query.point(mob, this.position) // check if inside a mob
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for (let i = 0; i < q.length; i++) {
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let dmg = this.dmg / Math.min(10, q[i].mass)
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q[i].damage(dmg);
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q[i].foundPlayer();
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//this draw circle had to be remove to reduce lag
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// simulation.drawList.push({ //add dmg to draw queue
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// x: this.position.x,
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// y: this.position.y,
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// radius: Math.log(2 * dmg + 1.1) * 40,
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// color: 'rgba(0,0,0,0.4)',
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// time: simulation.drawTime
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// });
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}
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},
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wiggle() {
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this.cycle++
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const where = Vector.mult(transverse, this.amplitude * Math.cos(this.cycle * tech.waveFrequency))
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Matter.Body.setPosition(this, Vector.add(this.position, where))
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//this draw circle had to be remove to reduce lag
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// simulation.drawList.push({ //add dmg to draw queue
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// x: this.position.x,
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// y: this.position.y,
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// radius: Math.log(2 * dmg + 1.1) * 40,
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// color: 'rgba(0,0,0,0.4)',
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// time: simulation.drawTime
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// });
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}
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});
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},
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wiggle() {
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this.cycle++
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const where = Vector.mult(transverse, this.amplitude * Math.cos(this.cycle * tech.waveFrequency))
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Matter.Body.setPosition(this, Vector.add(this.position, where))
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}
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});
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let waveSpeedMap = 0.1
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let waveSpeedBody = 0.25
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if (tech.isPhaseVelocity) {
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waveSpeedMap = 3
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waveSpeedBody = 1.9
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}
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if (tech.waveReflections) {
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const range = 100
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bullet[me].reflectCycle = range
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bullet[me].do = function() {
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if (!m.isBodiesAsleep) {
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this.query()
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if (this.cycle > this.reflectCycle) {
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this.reflectCycle += range
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Matter.Body.setVelocity(this, Vector.mult(this.velocity, -1));
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if (this.reflectCycle > range * (1 + tech.waveReflections)) this.endCycle = 0;
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}
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this.wiggle()
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}
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}
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} else {
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bullet[me].do = function() {
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if (!m.isBodiesAsleep) {
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this.query()
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this.wiggle();
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}
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}
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}
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: tech.waveBeamSpeed * Math.cos(m.angle),
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y: tech.waveBeamSpeed * Math.sin(m.angle)
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});
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const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
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let waveSpeedMap = 0.1
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let waveSpeedBody = 0.25
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if (tech.isPhaseVelocity) {
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waveSpeedMap = 3
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waveSpeedBody = 1.9
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}
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if (tech.waveReflections) {
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bullet[me].reflectCycle = totalCycles / tech.waveReflections //tech.waveLengthRange
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bullet[me].do = function() {
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if (!m.isBodiesAsleep) {
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this.query()
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if (this.cycle > this.reflectCycle) {
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this.reflectCycle += totalCycles / tech.waveReflections
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Matter.Body.setVelocity(this, Vector.mult(this.velocity, -1));
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// if (this.reflectCycle > tech.waveLengthRange * (1 + tech.waveReflections)) this.endCycle = 0;
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}
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this.wiggle()
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}
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}
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} else {
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bullet[me].do = function() {
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if (!m.isBodiesAsleep) {
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this.query()
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this.wiggle();
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}
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}
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}
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: tech.waveBeamSpeed * Math.cos(m.angle),
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y: tech.waveBeamSpeed * Math.sin(m.angle)
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});
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const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
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// }
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//fire some of bullets then delay for a while
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this.wavePacketCycle++
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if (this.wavePacketCycle > tech.wavePacketLength) {
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